How to Play

Pandemic: Rising Tide

2-5 players 45-45 min 7.5 Board Game Geek Rating

Players collaborate to save the Netherlands from flooding during the Industrial Age by constructing four strategic hydraulic structures. Water cubes represent rising levels that constantly threaten regions as old containment systems fail. Teams must predict water flow patterns, strategically build dikes, and pump water from dangerous areas to prevent catastrophic spillage while racing to complete their vital construction projects.

Published 2017

Pandemic: Rising Tide

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Place the board and components
Put the board within reach of all players, place 5 ports, 5 pumping stations, and 36 water cubes nearby, and place the 4 hydraulic structure tokens on the board as shown
2
Place initial dikes
Put 1 dike on the board in each of the red dike locations, using all 50 dikes (two locations begin with 2 dikes)
3
Remove variant components
Return all 12 Objective cards, 36 population cubes, and the Population Loss card to the box unless playing the variant
4
Set the sea level
Place the Sea Level marker on the lowest "2" space of the Sea Level track
5
Add initial sea water
Place 2 water cubes in both the Noordzee and Zuiderzee
6
Add Zuiderzee region water
Place 1 cube in Wieringermeer, 2 cubes in Markerwaard, 2 cubes in Flevoland, and 2 cubes in Noordoostpolder
7
Degrade regions (first draw)
Shuffle Dike Failure cards, flip 3 cards, and degrade each matching region 3 times by removing dikes or adding water cubes if no dikes remain (max 3 cubes per region during setup)
8
Degrade regions (second draw)
Flip 3 more Dike Failure cards and degrade each region 2 times
9
Degrade regions (third draw)
Flip 3 more Dike Failure cards and degrade each region 1 time
10
Create Dike Failure deck
Place the 9 drawn cards faceup in the discard pile; remaining cards form the Dike Failure deck
11
Distribute role cards
Give each player a Reference card, deal 1 shuffled Role card faceup to each player with matching pawn, and place all pawns in Delfland
12
Prepare Event cards
Shuffle Event cards facedown, set aside the number shown in the table (2 players: 4 events, 3 players: 5 events, 4 players: 6 events, 5 players: 8 events), add to Region cards, return unused Events to box
13
Deal starting hands
Shuffle Player cards (Regions and Events), deal faceup to players (2 players: 4 cards, 3 players: 3 cards, 4-5 players: 2 cards)
14
Determine first player
The player with the Region card listing the shortest "Primary Defense Line" goes first
15
Prepare Player deck with Storms
Choose difficulty (6 Storm cards for Introductory, 7 for Standard, 8 for Heroic), divide remaining Player cards into equal facedown piles matching number of Storm cards, shuffle 1 Storm card into each pile, stack piles with smaller ones on bottom
16
Place Reminder token
Set it next to the Player deck to later remind players of the Operate Pumps step
17
Resolve initial water flow
Check regions with 3 cubes and add cubes to adjacent unprotected low-elevation regions until they have at least 2 cubes; then check regions with 2 cubes and add cubes until adjacent regions have at least 1 cube (water never flows across dikes or into high-elevation regions)

On Your Turn

What you can do during your turn.

1
Perform up to 4 actions
Select any combination of actions, repeating the same action multiple times if desired
2
Drive/Ferry
Move to an adjacent low- or high-elevation region
3
Sail
Discard a Region card to move to the region named on that card
4
Charter Boat
Discard a Region card matching your current region to move to any region on the board
5
Return to Port
Move to any region containing a port (you don't need to be at a port to use this)
6
Pump
Remove 1 water cube from your region and place it in the supply
7
Build Dike
Place a dike from the supply on a dike location bordering your region, but only if your region has no water cubes; if all dikes are in use, move one from another region
8
Build Pumping Station
Discard a Region card matching your current region to place a pumping station there; if all are in use, move one from another region (max 1 per region)
9
Build Port
Discard a Region card matching your current region to place a port there; if all are in use, move one from another region (max 1 per region)
10
Share Resources
Give a Region card matching your current region to another player there, or take such a card from them (both players must agree and be in the same region)
11
Build Hydraulic Structure
At a region with a hydraulic structure site, discard 5 Region cards matching that region's color to build the structure
12
Operate Pumps
For each pumping station in a region with at least 1 water cube, remove 1 water cube from any low-elevation region traceable through a path of regions containing water cubes (paths cannot cross seas or dikes)
13
Draw 2 Player cards
Take the top 2 cards from the Player deck together
14
Resolve Storm cards immediately
When drawn, move Sea Level marker up 1 space, add cubes to seas if level reaches 3 or 4, draw bottom Dike Failure card and degrade that region 3 times, then shuffle all Dike Failure discards and place on top of the deck; do not draw replacement cards
15
Observe hand limit
If you have more than 7 cards after resolving Storms, discard or play Events until you have 7
16
Dikes Fail step
Flip Dike Failure cards from the top of the deck equal to the current sea level, degrading each region 1 time (remove a dike, or add 1 water cube if no dikes)
17
Handle floods during Dikes Fail
If a region already has 3 cubes and no dikes when its card is drawn, a flood occurs: add 1 cube to each adjacent unprotected low-elevation region; if any of those also have 3 cubes, chain reaction floods occur (do not add to regions that already flooded this card)
18
Water Flows step
Check all regions: seas with 4 cubes flow to adjacent regions until they have 3 cubes; regions with 3 cubes flow until adjacent regions have 2 cubes; regions with 2 cubes flow until adjacent regions have 1 cube (water never crosses dikes or enters high-elevation regions)
19
Play Event cards
Any player may play Events at any time during any turn without using an action; Events cannot be played between drawing and resolving a card

Winning

How to claim victory.

1
Victory condition
Players win immediately when all 4 hydraulic structures have been built
2
Afsluitdijk benefit
When built, seals the Zuiderzee from the Noordzee, converting it to a low-elevation region where players may enter, pump, and build
3
Deltawerken benefit
When built, place a dike adjacent to the Noordzee on each of 5 specified regions
4
Normaliseringswerken benefit
When built, place up to 4 dikes on any yellow regions
5
Ruimte voor de Rivier benefit
When built, remove up to 6 water cubes from any green regions
6
Loss by water cube shortage
If you cannot place the number of water cubes actually needed because none remain in supply, the game ends and players lose
7
Loss by card depletion
If a player cannot draw 2 Player cards after the actions step, the game ends and players lose

watch & Learn

Let the pros teach you with these top videos.

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